]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - builtin/game/falling.lua
Fix some undeclared global variables
[dragonfireclient.git] / builtin / game / falling.lua
index 1a81916ae195e31cf45ca83f1fc4494509e6417b..58f68fc56f51525f404436a9029e13d21c505d3c 100644 (file)
@@ -30,7 +30,7 @@ core.register_entity(":__builtin:falling_node", {
                        item_texture = core.registered_items[itemname].inventory_image
                        item_type = core.registered_items[itemname].type
                end
-               prop = {
+               local prop = {
                        is_visible = true,
                        textures = {node.name},
                }
@@ -43,7 +43,6 @@ core.register_entity(":__builtin:falling_node", {
 
        on_activate = function(self, staticdata)
                self.object:set_armor_groups({immortal=1})
-               --self.object:setacceleration({x=0, y=-10, z=0})
                self:set_node({name=staticdata})
        end,
 
@@ -83,12 +82,14 @@ core.register_entity(":__builtin:falling_node", {
                        -- it's drops
                        if n2.name ~= "air" and (not core.registered_nodes[n2.name] or
                                        core.registered_nodes[n2.name].liquidtype == "none") then
-                               local drops = core.get_node_drops(n2.name, "")
                                core.remove_node(np)
-                               -- Add dropped items
-                               local _, dropped_item
-                               for _, dropped_item in ipairs(drops) do
-                                       core.add_item(np, dropped_item)
+                               if core.registered_nodes[n2.name].buildable_to == false then
+                                       -- Add dropped items
+                                       local drops = core.get_node_drops(n2.name, "")
+                                       local _, dropped_item
+                                       for _, dropped_item in ipairs(drops) do
+                                               core.add_item(np, dropped_item)
+                                       end
                                end
                                -- Run script hook
                                local _, callback
@@ -100,14 +101,18 @@ core.register_entity(":__builtin:falling_node", {
                        core.add_node(np, self.node)
                        self.object:remove()
                        nodeupdate(np)
-               else
-                       -- Do nothing
+                       return
+               end
+               local vel = self.object:getvelocity()
+               if vector.equals(vel, {x=0,y=0,z=0}) then
+                       local npos = self.object:getpos()
+                       self.object:setpos(vector.round(npos))
                end
        end
 })
 
 function spawn_falling_node(p, node)
-       obj = core.add_entity(p, "__builtin:falling_node")
+       local obj = core.add_entity(p, "__builtin:falling_node")
        obj:get_luaentity():set_node(node)
 end
 
@@ -158,29 +163,29 @@ end
 --
 
 function nodeupdate_single(p, delay)
-       n = core.get_node(p)
+       local n = core.get_node(p)
        if core.get_item_group(n.name, "falling_node") ~= 0 then
-               p_bottom = {x=p.x, y=p.y-1, z=p.z}
-               n_bottom = core.get_node(p_bottom)
+               local p_bottom = {x=p.x, y=p.y-1, z=p.z}
+               local n_bottom = core.get_node(p_bottom)
                -- Note: walkable is in the node definition, not in item groups
                if core.registered_nodes[n_bottom.name] and
                                (core.get_item_group(n.name, "float") == 0 or
                                        core.registered_nodes[n_bottom.name].liquidtype == "none") and
                                (n.name ~= n_bottom.name or (core.registered_nodes[n_bottom.name].leveled and
                                        core.get_node_level(p_bottom) < core.get_node_max_level(p_bottom))) and
-                               (not core.registered_nodes[n_bottom.name].walkable or 
+                               (not core.registered_nodes[n_bottom.name].walkable or
                                        core.registered_nodes[n_bottom.name].buildable_to) then
                        if delay then
                                core.after(0.1, nodeupdate_single, {x=p.x, y=p.y, z=p.z}, false)
                        else
-                               n.level = core.env:get_node_level(p)
+                               n.level = core.get_node_level(p)
                                core.remove_node(p)
                                spawn_falling_node(p, n)
                                nodeupdate(p)
                        end
                end
        end
-       
+
        if core.get_item_group(n.name, "attached_node") ~= 0 then
                if not check_attached_node(p, n) then
                        drop_attached_node(p)
@@ -194,7 +199,7 @@ function nodeupdate(p, delay)
        p.x = math.floor(p.x+0.5)
        p.y = math.floor(p.y+0.5)
        p.z = math.floor(p.z+0.5)
-       
+
        for x = -1,1 do
        for y = -1,1 do
        for z = -1,1 do